Add polygon triangulation, by cheating. I'm using the gl tesselator
for that, and storing the triangles instead of rendering them immediately. Not sure if that's smart; in theory could change from implementation to implementation, but the results look much better than I would get myself. [git-p4: depot-paths = "//depot/solvespace/": change = 1733]solver
parent
e80328279e
commit
7c4d305895
1
Makefile
1
Makefile
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@ -22,6 +22,7 @@ SSOBJS = $(OBJDIR)\solvespace.obj \
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$(OBJDIR)\file.obj \
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$(OBJDIR)\system.obj \
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$(OBJDIR)\polygon.obj \
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$(OBJDIR)\mesh.obj \
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LIBS = user32.lib gdi32.lib comctl32.lib advapi32.lib opengl32.lib glu32.lib
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@ -527,10 +527,7 @@ void Entity::LineDrawOrGetDistance(Vector a, Vector b) {
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void Entity::LineDrawOrGetDistanceOrEdge(Vector a, Vector b) {
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LineDrawOrGetDistance(a, b);
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if(dogd.edges && !construction) {
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SEdge edge;
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edge.tag = 0;
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edge.a = a; edge.b = b;
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dogd.edges->l.Add(&edge);
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dogd.edges->AddEdge(a, b);
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}
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}
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55
glhelper.cpp
55
glhelper.cpp
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@ -111,10 +111,23 @@ void glxColor4d(double r, double g, double b, double a)
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if(!ColorLocked) glColor4d(r, g, b, a);
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}
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static void __stdcall Vertex(Vector *p) {
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static void GLX_CALLBACK Vertex(Vector *p) {
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glxVertex3v(*p);
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}
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static void __stdcall Combine(double coords[3], void *vertexData[4],
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void glxFillPolygon(SPolygon *p)
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{
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GLUtesselator *gt = gluNewTess();
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gluTessCallback(gt, GLU_TESS_BEGIN, (glxCallbackFptr *)glBegin);
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gluTessCallback(gt, GLU_TESS_END, (glxCallbackFptr *)glEnd);
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gluTessCallback(gt, GLU_TESS_VERTEX, (glxCallbackFptr *)Vertex);
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glxTesselatePolygon(gt, p);
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gluDeleteTess(gt);
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}
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static void GLX_CALLBACK Combine(double coords[3], void *vertexData[4],
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float weight[4], void **outData)
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{
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Vector *n = (Vector *)AllocTemporary(sizeof(Vector));
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@ -124,16 +137,11 @@ static void __stdcall Combine(double coords[3], void *vertexData[4],
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*outData = n;
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}
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void glxFillPolygon(SPolygon *p)
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void glxTesselatePolygon(GLUtesselator *gt, SPolygon *p)
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{
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int i, j;
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GLUtesselator *gt = gluNewTess();
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typedef void __stdcall cf(void);
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gluTessCallback(gt, GLU_TESS_BEGIN, (cf *)glBegin);
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gluTessCallback(gt, GLU_TESS_END, (cf *)glEnd);
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gluTessCallback(gt, GLU_TESS_VERTEX, (cf *)Vertex);
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gluTessCallback(gt, GLU_TESS_COMBINE, (cf *)Combine);
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gluTessCallback(gt, GLU_TESS_COMBINE, (glxCallbackFptr *)Combine);
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gluTessProperty(gt, GLU_TESS_WINDING_RULE, GLU_TESS_WINDING_ODD);
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Vector normal = p->normal;
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@ -155,7 +163,6 @@ void glxFillPolygon(SPolygon *p)
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gluTessEndContour(gt);
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}
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gluTessEndPolygon(gt);
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gluDeleteTess(gt);
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}
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void glxDebugPolygon(SPolygon *p)
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@ -196,7 +203,7 @@ void glxDebugEdgeList(SEdgeList *el)
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if(se->tag) continue;
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Vector a = se->a, b = se->b;
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glxLockColorTo(0, 1, 0);
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glxLockColorTo(0, 1, 1);
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Vector d = (a.Minus(b)).WithMagnitude(-0);
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glBegin(GL_LINES);
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glxVertex3v(a.Plus(d));
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@ -210,6 +217,32 @@ void glxDebugEdgeList(SEdgeList *el)
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}
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}
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void glxDebugMesh(SMesh *m)
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{
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int i;
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glLineWidth(2);
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glPointSize(7);
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glDisable(GL_DEPTH_TEST);
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glxUnlockColor();
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for(i = 0; i < m->l.n; i++) {
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STriangle *t = &(m->l.elem[i]);
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if(t->tag) continue;
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glxColor4d(0, 1, 0, 0.3);
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glBegin(GL_LINE_LOOP);
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glxVertex3v(t->a);
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glxVertex3v(t->b);
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glxVertex3v(t->c);
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glEnd();
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glxColor4d(0, 0, 1, 0.4);
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glBegin(GL_POINTS);
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glxVertex3v(t->a);
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glxVertex3v(t->b);
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glxVertex3v(t->c);
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glEnd();
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}
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}
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void glxMarkPolygonNormal(SPolygon *p)
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{
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Vector tail = Vector::MakeFrom(0, 0, 0);
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@ -1181,10 +1181,11 @@ void GraphicsWindow::Paint(int w, int h) {
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selection[i].Draw();
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}
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if(SS.group.n >= 5) {
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if(1) {
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//XXX
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}
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if(SS.group.n >= 2) {
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SMesh m; ZERO(&m);
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(SS.group.elem[1].poly).TriangulateInto(&m);
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glxDebugMesh(&m);
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m.Clear();
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}
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}
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205
polygon.cpp
205
polygon.cpp
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@ -1,5 +1,16 @@
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#include "solvespace.h"
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void SEdgeList::Clear(void) {
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l.Clear();
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}
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void SEdgeList::AddEdge(Vector a, Vector b) {
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SEdge e; ZERO(&e);
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e.a = a;
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e.b = b;
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l.Add(&e);
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}
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bool SEdgeList::AssemblePolygon(SPolygon *dest, SEdge *errorAt) {
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dest->Clear();
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@ -52,79 +63,6 @@ bool SEdgeList::AssemblePolygon(SPolygon *dest, SEdge *errorAt) {
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}
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}
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void SPolygon::Clear(void) {
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int i;
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for(i = 0; i < l.n; i++) {
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(l.elem[i]).l.Clear();
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}
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l.Clear();
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}
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void SPolygon::AddEmptyContour(void) {
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SContour c;
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memset(&c, 0, sizeof(c));
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l.Add(&c);
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}
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void SPolygon::AddPoint(Vector p) {
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if(l.n < 1) oops();
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SPoint sp;
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sp.tag = 0;
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sp.p = p;
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// Add to the last contour in the list
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(l.elem[l.n-1]).l.Add(&sp);
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}
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void SPolygon::MakeEdgesInto(SEdgeList *el) {
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int i;
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for(i = 0; i < l.n; i++) {
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(l.elem[i]).MakeEdgesInto(el);
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}
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}
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Vector SPolygon::ComputeNormal(void) {
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if(l.n < 1) return Vector::MakeFrom(0, 0, 0);
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return (l.elem[0]).ComputeNormal();
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}
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bool SPolygon::ContainsPoint(Vector p) {
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bool inside = false;
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int i;
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for(i = 0; i < l.n; i++) {
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SContour *sc = &(l.elem[i]);
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if(sc->ContainsPointProjdToNormal(normal, p)) {
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inside = !inside;
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}
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}
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return inside;
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}
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void SPolygon::FixContourDirections(void) {
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// Outside curve looks counterclockwise, projected against our normal.
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int i, j;
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for(i = 0; i < l.n; i++) {
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SContour *sc = &(l.elem[i]);
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if(sc->l.n < 1) continue;
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Vector pt = (sc->l.elem[0]).p;
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bool outer = true;
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for(j = 0; j < l.n; j++) {
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if(i == j) continue;
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SContour *sct = &(l.elem[j]);
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if(sct->ContainsPointProjdToNormal(normal, pt)) {
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outer = !outer;
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}
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}
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bool clockwise = sc->IsClockwiseProjdToNormal(normal);
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if(clockwise && outer || (!clockwise && !outer)) {
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sc->Reverse();
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}
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}
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}
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void SContour::MakeEdgesInto(SEdgeList *el) {
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int i;
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for(i = 0; i < (l.n-1); i++) {
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}
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}
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void SPolygon::Clear(void) {
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int i;
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for(i = 0; i < l.n; i++) {
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(l.elem[i]).l.Clear();
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}
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l.Clear();
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}
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void SPolygon::AddEmptyContour(void) {
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SContour c;
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memset(&c, 0, sizeof(c));
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l.Add(&c);
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}
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void SPolygon::AddPoint(Vector p) {
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if(l.n < 1) oops();
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SPoint sp;
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sp.tag = 0;
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sp.p = p;
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// Add to the last contour in the list
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(l.elem[l.n-1]).l.Add(&sp);
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}
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void SPolygon::MakeEdgesInto(SEdgeList *el) {
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int i;
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for(i = 0; i < l.n; i++) {
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(l.elem[i]).MakeEdgesInto(el);
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}
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}
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Vector SPolygon::ComputeNormal(void) {
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if(l.n < 1) return Vector::MakeFrom(0, 0, 0);
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return (l.elem[0]).ComputeNormal();
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}
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bool SPolygon::ContainsPoint(Vector p) {
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bool inside = false;
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int i;
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for(i = 0; i < l.n; i++) {
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SContour *sc = &(l.elem[i]);
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if(sc->ContainsPointProjdToNormal(normal, p)) {
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inside = !inside;
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}
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}
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return inside;
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}
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void SPolygon::FixContourDirections(void) {
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// Outside curve looks counterclockwise, projected against our normal.
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int i, j;
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for(i = 0; i < l.n; i++) {
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SContour *sc = &(l.elem[i]);
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if(sc->l.n < 1) continue;
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Vector pt = (sc->l.elem[0]).p;
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bool outer = true;
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for(j = 0; j < l.n; j++) {
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if(i == j) continue;
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SContour *sct = &(l.elem[j]);
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if(sct->ContainsPointProjdToNormal(normal, pt)) {
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outer = !outer;
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}
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}
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bool clockwise = sc->IsClockwiseProjdToNormal(normal);
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if(clockwise && outer || (!clockwise && !outer)) {
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sc->Reverse();
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}
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}
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}
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static int TriMode, TriVertexCount;
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static Vector Tri1, TriNMinus1, TriNMinus2;
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static SMesh *TriMesh;
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static void GLX_CALLBACK TriBegin(int mode)
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{
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TriMode = mode;
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TriVertexCount = 0;
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}
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static void GLX_CALLBACK TriEnd(void)
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{
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}
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static void GLX_CALLBACK TriVertex(Vector *triN)
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{
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if(TriVertexCount == 0) {
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Tri1 = *triN;
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}
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if(TriMode == GL_TRIANGLES) {
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if((TriVertexCount % 3) == 2) {
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TriMesh->AddTriangle(TriNMinus2, TriNMinus1, *triN);
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}
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} else if(TriMode == GL_TRIANGLE_FAN) {
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if(TriVertexCount >= 2) {
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TriMesh->AddTriangle(Tri1, TriNMinus1, *triN);
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}
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} else if(TriMode == GL_TRIANGLE_STRIP) {
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if(TriVertexCount >= 2) {
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TriMesh->AddTriangle(TriNMinus2, TriNMinus1, *triN);
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}
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} else oops();
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TriNMinus2 = TriNMinus1;
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TriNMinus1 = *triN;
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TriVertexCount++;
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}
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void SPolygon::TriangulateInto(SMesh *m) {
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TriMesh = m;
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GLUtesselator *gt = gluNewTess();
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gluTessCallback(gt, GLU_TESS_BEGIN, (glxCallbackFptr *)TriBegin);
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gluTessCallback(gt, GLU_TESS_END, (glxCallbackFptr *)TriEnd);
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gluTessCallback(gt, GLU_TESS_VERTEX, (glxCallbackFptr *)TriVertex);
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glxTesselatePolygon(gt, this);
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gluDeleteTess(gt);
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}
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23
polygon.h
23
polygon.h
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@ -3,6 +3,7 @@
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#define __POLYGON_H
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class SPolygon;
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class SMesh;
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template <class T>
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class SList {
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public:
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SList<SEdge> l;
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void Clear(void);
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void AddEdge(Vector a, Vector b);
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bool AssemblePolygon(SPolygon *dest, SEdge *errorAt);
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void CopyBreaking(SEdgeList *dest);
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static const int UNION = 0, DIFF = 1, INTERSECT = 2;
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bool BooleanOp(int op, bool inA, bool inB);
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void CullForBoolean(int op, SPolygon *a, SPolygon *b);
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void CullDuplicates(void);
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};
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class SPoint {
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Vector ComputeNormal(void);
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bool IsClockwiseProjdToNormal(Vector n);
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bool ContainsPointProjdToNormal(Vector n, Vector p);
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void IntersectAgainstPlane(double *inter, int *inters,
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Vector u, Vector v, double vp);
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};
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class SPolygon {
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bool ContainsPoint(Vector p);
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void MakeEdgesInto(SEdgeList *el);
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void FixContourDirections(void);
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void TriangulateInto(SMesh *m);
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void Clear(void);
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};
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class STriangle {
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public:
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int tag;
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Vector a, b, c;
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};
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class SBsp2 {
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public:
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SEdge edge;
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};
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class SBsp1d {
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SEdge edge;
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SBsp2 *pos;
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SBsp2 *neg;
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SBsp2 *more;
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};
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class SBsp3 {
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class SMesh {
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public:
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SList<STriangle> l;
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void Clear(void);
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void AddTriangle(Vector a, Vector b, Vector c);
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};
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#endif
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@ -418,7 +418,7 @@ void Group::MakePolygons(void) {
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}
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// Get the source polygon to extrude, and break it down to edges
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edges.l.Clear();
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edges.Clear();
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Group *src = SS.GetGroup(opA);
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(src->poly).MakeEdgesInto(&edges);
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@ -440,7 +440,7 @@ void Group::MakePolygons(void) {
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np.FixContourDirections();
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// Regenerate the edges, with the contour directions fixed up.
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edges.l.Clear();
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edges.Clear();
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np.MakeEdgesInto(&edges);
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// The sides
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@ -465,7 +465,7 @@ void Group::MakePolygons(void) {
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if(!edges.AssemblePolygon(&np, NULL)) oops();
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np.normal = n.ScaledBy(-1);
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}
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edges.l.Clear();
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edges.Clear();
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}
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void Group::Draw(void) {
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@ -14,6 +14,9 @@
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#define SWAP(T, a, b) do { T temp = (a); (a) = (b); (b) = temp; } while(0)
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#define ZERO(v) memset((v), 0, sizeof(*(v)))
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#define CO(v) (v).x, (v).y, (v).z
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#define LENGTH_EPS (0.0001)
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#define isforname(c) (isalnum(c) || (c) == '_' || (c) == '-' || (c) == '#')
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@ -70,9 +73,13 @@ void vl(void); // debug function to validate
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// Utility functions that are provided in the platform-independent code.
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void glxVertex3v(Vector u);
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#define GLX_CALLBACK __stdcall
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typedef void GLX_CALLBACK glxCallbackFptr(void);
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void glxTesselatePolygon(GLUtesselator *gt, SPolygon *p);
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void glxFillPolygon(SPolygon *p);
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void glxDebugPolygon(SPolygon *p);
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void glxDebugEdgeList(SEdgeList *l);
|
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void glxDebugMesh(SMesh *m);
|
||||
void glxMarkPolygonNormal(SPolygon *p);
|
||||
void glxWriteText(char *str);
|
||||
void glxWriteTextRefCenter(char *str);
|
||||
|
|
7
util.cpp
7
util.cpp
|
@ -178,10 +178,9 @@ Vector Vector::MakeFrom(double x, double y, double z) {
|
|||
}
|
||||
|
||||
bool Vector::Equals(Vector v) {
|
||||
double tol = 0.00001;
|
||||
if(fabs(x - v.x) > tol) return false;
|
||||
if(fabs(y - v.y) > tol) return false;
|
||||
if(fabs(z - v.z) > tol) return false;
|
||||
if(fabs(x - v.x) > LENGTH_EPS) return false;
|
||||
if(fabs(y - v.y) > LENGTH_EPS) return false;
|
||||
if(fabs(z - v.z) > LENGTH_EPS) return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue